Paper Mario DX
Paper Mario (N64) modding
 
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bow.c File Reference

Go to the source code of this file.

Variables

s32 bMarioHideAnims []
 
ActorBlueprint battle_partner_bow
 

Variable Documentation

◆ bMarioHideAnims

s32 bMarioHideAnims[]
extern

Definition at line 99 of file actors.c.

99 {
100 STATUS_KEY_NORMAL, ANIM_Mario1_Crouch,
101 STATUS_KEY_DANGER, ANIM_Mario1_TiredIdle,
102 STATUS_KEY_STONE, ANIM_MarioB3_Petrified,
103 STATUS_KEY_SLEEP, ANIM_MarioB1_Sleep,
104 STATUS_KEY_DIZZY, ANIM_MarioB1_Sick,
105 STATUS_KEY_STOP, ANIM_Mario1_Still,
106 STATUS_KEY_HUSTLE, ANIM_MarioW2_RideLaki,
107 STATUS_KEY_BERSERK, ANIM_MarioW2_RideLaki,
108 STATUS_KEY_PARALYZE, ANIM_MarioB1_Sleep,
109 STATUS_KEY_FROZEN, ANIM_Mario1_Frozen,
110 STATUS_KEY_TRANSPARENT, ANIM_Mario1_Idle,
111 STATUS_KEY_INACTIVE, ANIM_Mario1_Crouch,
112 STATUS_KEY_INACTIVE_BERSERK, ANIM_MarioB2_BerserkStill,
113 STATUS_KEY_14, ANIM_MarioB2_Inert,
114 STATUS_KEY_INACTIVE_SLEEP, ANIM_MarioB1_SleepStill,
115 STATUS_KEY_INACTIVE_DIZZY, ANIM_MarioB1_SickStill,
116 STATUS_KEY_INACTIVE_WEARY, ANIM_Mario1_TiredStill,
117 STATUS_KEY_THINKING, ANIM_Mario1_Thinking,
118 STATUS_KEY_WEARY, ANIM_Mario1_SpinLand,
120};
@ STATUS_KEY_INACTIVE_DIZZY
Definition enums.h:2220
@ STATUS_KEY_THINKING
Definition enums.h:2224
@ STATUS_KEY_WEARY
Definition enums.h:2225
@ STATUS_KEY_PARALYZE
Definition enums.h:2201
@ STATUS_KEY_INACTIVE_SLEEP
Definition enums.h:2217
@ STATUS_KEY_FROZEN
Definition enums.h:2203
@ STATUS_KEY_INACTIVE_WEARY
Definition enums.h:2218
@ STATUS_KEY_TRANSPARENT
Definition enums.h:2210
@ STATUS_KEY_INACTIVE_BERSERK
Definition enums.h:2215
@ STATUS_END
Definition enums.h:2196
@ STATUS_KEY_DANGER
Definition enums.h:2222
@ STATUS_KEY_SLEEP
Definition enums.h:2202
@ STATUS_KEY_STONE
Definition enums.h:2208
@ STATUS_KEY_STOP
Definition enums.h:2204
@ STATUS_KEY_INACTIVE
Definition enums.h:2214
@ STATUS_KEY_HUSTLE
Definition enums.h:2221
@ STATUS_KEY_DIZZY
Definition enums.h:2200
@ STATUS_KEY_14
Definition enums.h:2216
@ STATUS_KEY_BERSERK
Definition enums.h:2212
@ STATUS_KEY_NORMAL
Definition enums.h:2197

◆ battle_partner_bow

ActorBlueprint battle_partner_bow
Initial value:
= {
.type = ACTOR_TYPE_BOW,
.level = ACTOR_LEVEL_BOW,
.maxHP = 99,
.partCount = ARRAY_COUNT(N(ActorParts)),
.partsData = N(ActorParts),
.initScript = &N(EVS_Init),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 80,
.coinReward = 0,
.size = { 36, 29 },
.healthBarOffset = { 0, 0 },
.statusIconOffset = { -10, 22 },
.statusTextOffset = { 10, 22 },
}
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
Definition enums.h:3329
#define ARRAY_COUNT(arr)
Definition macros.h:40

Definition at line 208 of file bow.c.

208 {
209 .flags = ACTOR_FLAG_FLYING,
210 .type = ACTOR_TYPE_BOW,
211 .level = ACTOR_LEVEL_BOW,
212 .maxHP = 99,
213 .partCount = ARRAY_COUNT(N(ActorParts)),
214 .partsData = N(ActorParts),
215 .initScript = &N(EVS_Init),
216 .statusTable = N(StatusTable),
217 .escapeChance = 0,
218 .airLiftChance = 0,
219 .hurricaneChance = 0,
220 .spookChance = 0,
221 .upAndAwayChance = 0,
222 .spinSmashReq = 4,
223 .powerBounceChance = 80,
224 .coinReward = 0,
225 .size = { 36, 29 },
226 .healthBarOffset = { 0, 0 },
227 .statusIconOffset = { -10, 22 },
228 .statusTextOffset = { 10, 22 },
229};